If a sink can move in sensor networks, the routing change can be more occur. If the sink has the mobility, it moves in sensor network area so that the connection between the sink system and sensor nodes will be changed continuously. Hence, the overhead can occur cased by the many routing changed. Therefore, the dynamic routing scheme is needed to support the mobile sink connection. In this paper, we propose the previous connection assignment scheme. The mobile sink can have low cost overhead from calculating dynamic rerouting that it determines the new virtual path before the physical path setup.

The sink mobility can request frequent routing change in sensor networks. By active mobility a sink can gather needed information easily so that the network availability will be higher. However, instead static sink system, the connection between sensor nodes and a mobile sink can be changed continuously. That is, the rerouting should be implemented caused by the routing alteration. It is two connection setups for the mobile sink system: the connection from sink to sensor nodes and the connection from sensor nodes to sink. However, sensor nodes actually have many functional limitations. Hence, the low cost scheme will be needed for the connection setup from sensor nodes to the mobile sink. In this paper, we propose an agent scheme to the connection setup from sensor nodes to the mobile sink. The agent scheme provides the reliable setup scheme to the connection by using an agent sector.

Double-binary turbo code has been adopted as an error control code of various future communication systems including wireless metropolitan area networks(WMAN) due to its powerful error correction capability. One of the components affecting the performance of turbo code is internal interleaver. In 802.16 d/e system, an almost regular permutation(ARP) interleaver has been included as a part of specification, however it seems that the interleaver is not optimized in terms of decoding performance. In this paper, we propose three optimization methods for the interleaver based on spatial distance, spread and minimum distance between original and interleaved sequence. We find optimized interleaving parameters for each optimization method and evaluate the performances of the proposed methods by computer simulation under additive white Gaussian noise(AWGN) channel. Optimized parameters can provide up to 1.0 dB power gain over the conventional method and furthermore the obtainable gain does not require any additional hardware complexity.

In this paper, we discuss the current status of ROK-US wargame model interoperability and propose the future federation architecture. ROK and US Armed Forces have made an effort to make their wargame model interoperable to fulfill operational requirements since 1999. Currently, they have achieved some degree of their final goals even though there is long way to go. ROK Armed Forces is now considering future federation architecture. We propose the future federation architecture of ROK-US wargame model interoperability considering technical advantages and system availability. It will be the next federation architecture led by ROK side for the ROK Armed Forces joint exercise and ROK-US combined exercise.

In general, simulation is to predict or evaluate some systems that are hard to be executed in real world, and so usually the target systems to be modeled are large and complex. Trying to observe the dynamics of the systems results in similar level of animation complexity, the model and animation has the same complexity as the system. Trying to display all the graphic objects representing the dynamics of the models being simulated, however, causes the distraction of focus, which results in solving the above listed problems difficult. The redundant graphic objects also increase the computer computation overhead. To solve the problem, a research about a hierarchical animation environment has been proposed a few years ago. In the research, the users can have better focus on the dynamics of system components by selectively choosing the hierarchical level and components within a level of the hierarchically structured model. However, the research has not a modeling methodology for modelers to describe systematically animation part corresponding to dynamics of simulation in a model. This research has defined the modeling methodology of DESHA and defined DESHA-C++, improving the previous research output, as an execution environment of DESHA models. In addition, to use hierarchical animation environment in various problems, this research proposed and developed the distributed simulation modeling environment that connects DESHA environment and HLA.

The High Level Architecture(HLA) is the IEEE 1516 standard for interoperation between heterogeneous simulators which are developed with different languages and platforms. Run-Time Infrastructure(RTI) is a software which implements the HLA Interface Specification. With the development of time management service of RTI, it is necessary to consider an efficient design approach and an algorithm of Greatest Available Logical Time(GALT) computation. However, many time management services of existing RTIs have difficulty in modification and extension. Although some RTIs avoid this difficulty through modular design, they comply with not IEEE 1516 HLA/RTI but HLA 1.3. In addition, a lot of RTIs made use of well-known Mattern's algorithm for GALT computation. However, Mattern's algorithm has a few limitations for applying to IEEE 1516 HLA/RTI. This paper proposes a modular design and an implementation of time management service for IEEE 1516 HLA/RTI. We divided th time management service module into two sub-modules: a TIME module and a GALT module and used Mattern's algorithm improved for IEEE 1516 HLARTI. The paper also contains several experimental results in order to evaluate our time management service module.